urbanism

Experiments: 3D Printing for Urbanism

The DK&P studio has integrated 3D printing into our practice. In this Q&A with our communications intern Hannah Kosoff, Roland Stafford shares his experience crafting a giant study model of the neighborhood surrounding our office. Roland is an architecture student at the University of Miami and an intern at Dover, Kohl & Partners. He sheds light on the 3D printer’s implications when applied at the urban scale. 

The South Miami model is a combination of projects, plans, and urban design ideas for downtown that have been curated since 1992. Leading the effort that resulted in the Hometown Plan and an innovative form-based code. That plan led to the narrowing of roadways Dorn Avenue and Sunset Drive, to reclaim space for walking and dining; these were among the first such “road diets” in Florida.

The 3D buildings are separately movable, so they can be rearranged on the metal blueprint base.  This provides a quick way to understand the public spaces and the private developments that give form to those spaces.

Walkable Street Design: 5 Must-Haves (TPS Ep. 9)

People first

The latest episode of Town Planning Stuff Everyone Needs to Know is about street design. That’s because all successful towns are walkable, and design is the key to that. Design for pedestrian safety and happiness simply can’t be an afterthought, merely considered—if at all—only after all the automobile-related decisions are already made.

Bologna, Winter Park, and Rome

“Walkability,” in this context, is really a stand-in word for pedestrian friendliness and bike-friendliness and accessibility for all, including folks in wheelchairs or with other mobility challenges. Walkable streets don’t just technically allow for people outside cars, they’re welcoming, attractive, less stressful, and livable. A perfunctory sidewalk right next to whizzing cars or a faded painted stripe indicating a bike lane are definitely not enough.

Main Street, Galena IL

Main Street and its environs, Galena IL

Design is indispensable

We should start with walkability as an essential baseline, and then work our way out to all the other considerations like truck access, parking and the like. That’s because the best streets are more than mere transportation corridors—and more than just functionally walkable rights-of-way. When their designs are artful, these streets become unique addresses, places where people especially want to be. Streets need what Steve Mouzon calls “walk appeal” in order to inspire citizens, ignite commerce, and attract real estate investment. Eminent urbanist Allan Jacobs, who inspired generations with his book Great Streets, pointed out that some thoroughfares can even mature into the ranks of what he termed the “great world streets,” distinctive landmarks that endure and set their cities apart from their peers.

Good or great, streets come in many sizes and designs. Immense variety is possible. Upcoming episodes of Town Planning Stuff describe the eleven fundamental street types, and as we’ll show, there are many, many variations on each.

Commonwealth Avenue, Boston. C. Podstawski photo

Five basic features

While there are many options in street design, we find there are a few must-have features always present in people-first streets. These features dependably draw people—and these are features your elected officials can demand in your town. That demand usually has to come from both the grassroots and from the top. As former longtime Charleston mayor Joseph Riley has said, “The mayor is the chief urban designer of the city.”

Rue St. Jean, Quebec: Shaped, comfortable, connected, safe, memorable

First, good streets are shaped. The street space is given a designed form, like an outdoor public room, with the roadway and sidewalk its floor, the buildings its walls, and, sometimes, its ceiling formed by the tree canopy.

Second, they’re comfortable. In most climates that means shaded in the summer. Street trees, and architectural elements like porches, arcades and awnings, moderate the elements.

Rue St. Jean in the evening

Third, they’re connected. They lead somewhere. The streets that feel like what Kaid Benfield calls “people habitat” are usually hooked into the larger network, linked to the rest of the town.

Next, they’re safe. That means you aren’t stressed out about getting run over by a vehicle, because motoring speed is slower by design. You’re also safer if you have what Jane Jacobs called “eyes on the street.” The safe street isn’t faced by blank walls, but by doors and windows and porches and balconies and storefronts.

Lastly, the streets where people really like to be are memorable. They make lasting impressions because beauty surrounds us and human creativity is on display, in architecture and art and signs and landscape design. An artful spatial design, with composed vistas, ratchets up these powerful impressions.

“Umbrella Sky” on Giralda Street, Coral Gables

Walkable street design: It’s #9 on my list of Town Planning Stuff Everyone Needs to Know. For more information, subscribe to the Dover Kohl YouTube channel, or read the book John Massengale and I co-wrote, Street Design: The Secret to Great Cities and Towns.     --Victor

To illustrate many of the ideas in Episode 9, we used downtown West Palm Beach's premier street, Clematis Street. Here’s a closer look at our design for its reconstruction: Safe, Slow, Curbless, Shaded, Adaptable.

TPS Ep. 4, Visualizing Change

The fourth episode in Town Planning Stuff Everyone Needs to Know is about before-and-after thinking. To do planning and urban design you have to take a hard look at a place to see what’s there, and then imagine in your mind’s eye what it should be, in the future. And then, you have to draw it, somehow, and show it to others, and ask, “Is this what you envision, too?”

This is a visual process, it’s not just planning by the numbers. You have to make your visions visual to really communicate them. Advertisers have long known this; they love to depict the new and improved as compared to the old. Think of the TV commercials showing the dirty t-shirt “before” it’s washed in the new detergent, and how great it looks “after” their product gets used or their advice gets followed! Professionals and policymakers have long needed to apply that kind of communication more often to the big decisions about our built environment.

Historically, some of the most influential thinkers about design understood this well. Landscape architect Humphrey Repton painted garden scenes on two layers of canvas, gluing a hinged top layer depicting “before” conditions over a bottom layer depicting his proposal, so he could show the impact of changes with the turn of a canvas flap. John Nolen, the first American to refer to himself as a professional city planner, titled his book “New Towns for Old,” capturing the before-and-after essence of his visions.

Way back in the 1980s, Joe Kohl, Erick Valle and I saw a TV news report about surgeons who were using crude video imagery to show trauma patients how their faces might look after reconstructive surgery. Before, and After. We thought, what if we could do the same thing to help heal the disfigured American city? That few seconds of television changed the course of our lives. We launched our “Image Network” company— the outfit that over time became our town planning practice— with an emphasis on visualization. We got pretty good at it. Those early contracts to produce electronic simulations and communication tools thrust us in front of the whole range of influencers who really decide what happens in our designed environment, from mayors, planners, architects, developers, and engineers, to preservationists, environmental advocates, economists, housing experts, retail experts, and community activists. We quickly got exposed to how all these folks think, and had to learn to translate among them.

But in those first years we gradually realized, and had to confront, a few key things. One was that most decisionmakers, including architectural designers, are terribly unskilled at envisioning how their abstract plans and elevations will actually turn out once built in the real world, such as how big or small the buildings would be, how the streets would feel, and how their new construction fits (or doesn’t) with its context. Another finding: Once we created effective simulations that showed their projects in the cold light of day, warts and all, they often weren’t sure what to do about it to fix the flaws. We felt the need to transition to leading the design and planning process, rather than just reacting to it as illustrators, after all the big decisions had already been made by someone else. Influential teachers like Elizabeth Plater-Zyberk, Mark Schimmenti, Geoff Ferrell and Jaime Correa taught us about urbanism, and we set out to rebuild our practice around the principles they introduced into our studio.

Today, whenever we propose changes to a street scene or a neighborhood, we use drawings and computer imagery to show how the place you know could be transformed over time, new and improved into a better place. We urge planners to think of plans less like a static map and more like a movie, which changes as you go along. It’s about thinking through change over time, whether the changes are gradual or dramatic and disruptive. This helps community leaders and investors make better choices.

Visualizing Change Before it Occurs: It’s #4 on my list of town planning stuff everyone needs to know. New episodes post each week; please share them, subscribe to the Dover Kohl YouTube channel, and let me know what you think. —Victor

Town Planning Stuff, Ep. 1: The Benefit of Planning

We’ve now posted Episode 1 of Town Planning Stuff Everyone Needs to Know on the Dover-Kohl YouTube channel. Subscribe & watch the whole playlist; new episodes are being posted weekly.

The benefit of planning

Ever wonder whether city planning meetings and zoning hearings are a colossal waste of time? They aren’t, as long as your town isn’t just going through the motions. Ask: What do you want your neighborhood to be like? Every community should set out to create its ideal. That means not just talking about it, or writing policies, but making maps, designing the future.

Towns, like people, have to choose what they want to be when they grow up. Every place people love has resulted from some level of planning. Those places didn’t come from the Easter Bunny or Santa Claus. If they’re nice places to be, they probably haven’t always been that way. People drew lines on maps, deciding what kind of neighborhood this should be.

All the little decisions matter. So give some of your time to help move planning along in your town.

Planning brings benefits. And that’s #1 on my list of Town Planning Stuff everyone needs to know.

—Victor